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GaigeTheMechromancer

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Everything posted by GaigeTheMechromancer

  1. Looks like you solved half my problem. Unlike the one I downloaded yesterday, that one can detect the new game off the bat. Apparently, I downloaded the wrong file last time. However, the option to Redate Plugins is greyed out. I can't click it. I may have to try that.
  2. I finally get the new CK, and the masters are instantly in the wrong order. ('Cause why not?) The only fix I know is to use LOOT's Redate Plugins feature, but I can't get that to work, so I can't properly update one of my mods until I figure this out. I was hoping someone either knows how to make LOOT work (supposedly it's possible) or how to do this manually.
  3. Seriously?! We have to do that again?! I can understand doing that for the original creation kit, but why this one? It was supposed to be specifically made for the special edition.
  4. After logging off I looked through the ck hoping to find something easy to test that can be assigned to a PowerMod, and I did, mod incoming damage! This was my test: I made a perk that used AlchemyPowerMod to reduce incoming damage. I changed the alchemy enchantment to use that PowerMod instead of the regular Mod. I made it equip the new perk. Finally I changed its 06 enchant, peerless, to 100. (I find it easier to test things by editing what's already there.) Then I loaded the game and found a merc named Jenasa. I hired here and gave her a helmet of Peerless Alchemy (aka helm of invulnerability), and she equipped it. I raised my 2 hand skill to 100 and gave myself a Dragonbone Warhammer. (80 something damage.) I hit her repeatedly, and she took large amounts of damage. Luckily, she didn't fight back. I took back my helmet and equipped it. Then I "fired" her and attacked. She fought back, but I took no damage. Then I unequipped my helmet, and I received damage from the attacks. This proves that NPCs either don't have Powermod Values or can't have new perks equipped. Either way, it looks like I'm stuck editing the SkillBoost perk. :sad: PS: I ran more test to see which of the two problems it was. It's more shocking then I expected. First I tried a regular Mod value. That didn't work. Then I tried using a PowerMod in the PerkSkillBoost perk. That also didn't work. Then I tried using a regular Mod in the PerkSkillBoost perk. Surprisingly, that didn't work too. Then I did some digging, and I discovered PerkSkillBoosts is used by the player and all presets except the beast races, but not by any NPCs. Therefore, only the player has the perk. After manually adding the perk the enchantment worked. This means the NPCs were never programed to use fortify skill enchantments. Also, I can't get an enchantment or ability to add perks to an NPC, but they can add perks to the player. I guess Bethesda really doesn't want us upgrading our followers.
  5. I'm changing the Fortify School enchantments to something a little more balanced. They now increase the power of spells instead of reducing their costs. This was done using the PowerMod values instead of the normal Mod values. The side effect is the enchantments no longer work on NPCs. I could alter the SkillBoost perk, but I'm trying to avoid that for better compatibility. The best fix would be to make those enchantments add AlchemySkillBoosts too, but of course this won't work if those NPCs don't have the PowerMod values.
  6. PowerMod actor values require the perk AlchemySkillBoosts, and NPCs do not have that perk. This may seem like a silly question, but do NPCs have PowerMod values despite not having the perk?
  7. I finally figured it out. There was a little box I didn't check. Everything is working perfectly now.
  8. This may sound like a dumb question, but I cannot figure it out. How do I make something craftable only at night? I looked at the Sun Weakness conditions and created something similar, but with nighttime values. That didn't work. Then I remembered CCO made Daedric Armor craftable only at night, so I used its conditions. Surprisingly, that also didn't work. I am completely stumped. I thought this would be as simple as any other condition I've previously made. What exactly do I have to do to make these conditions work? Do I need a script to go with them?
  9. I've been adding a couple new recipes to the Atronach Forge, but there's one the refuses to work. I'm trying to create a recipe that generates a random atronach. First, I copied LCharAtronach and changed all the levels to one. Then I copied lvlAtronachAny and changed the ActorBase to my new list. Then I added that to the AtrFrgAtronachForgeResultList. Of course, this completely failed. The recipe doesn't do anything, and I can't find any more clues in the CK. Any help is appreciated.
  10. I want to create a recipe that is only available during a specific month. I found conditions for "GetCurrentTime," and "GetDayOfWeek," but nothing for months. Am i missing something, or is there really no condition for this?
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